00:00
00:00
Newgrounds Background Image Theme

c82669390 just joined the crew!

We need you on the team, too.

Support Newgrounds and get tons of perks for just $2.99!

Create a Free Account and then..

Become a Supporter!

Reviews for "ZemmiPhobia"

I got the new world record. This game has a cool art style.

Mabelma responds:

Niceee!!! Congrats. Let’s see if someone can beat you

One point of constructive criticism I would offer is that, occasionally, multiple stalagmites will spawn at once, making not getting pushed back essentially impossible. Keep up the effort, there's a lot of charm and good stuff in this!

Pretty fun, but easy.

Ah man, I appreciate what this was going for, and I think the concept is decent and certainly could work, but man, it felt so rough and jank that I ended up quitting rather quickly.

First off, the game is riddled with tons of bugs, glitches and jank: they're all minor things, but they add up to give it a really unprofessional feel. For example, the "how to play" screen in just a boring wall of text that isn't even sized properly so the text is bleeding off of the sides. The score counter in the upper right is barely readable since it's just a drab system font that's gets lost in the weird spotted background. The 'retry' button doesn't have a proper hitbox: instead the hitbox is the font itself so if you click within the retry area but not exactly on one of the letters, it doesn't register. And so on and so forth.

The gameplay seems alright in what it was going for in theory, but I found it incredibly frustrating: hitboxes felt really wonky and undefined with clashes happening for bizarre, unexpected reasons. The ceiling stalactites were confusing in that some of them seemed to just be decoration while others actually blocked you from going forward, but it was unclear which were which. The randomization of obstacles sometimes made it so that there could be a stalactite and a skull pile perfectly aligned so you have no way out. It was also very vague and unclear how fast you were going or how much distance you had left before getting eaten and such. And I hated how you can lose so much light that you can't see what's above you and need to blindly jump to get whatever you can, most likely leading to death. All around an absolutely confusing mess.

Powerups were very unintuitive because whether they were positive or negative, they just displayed the same type of boring text pop-up. There really needs to be more juice to let you know what the effects of this pickups are doing, like using green text for good effects and red text for bad effects, as well as maybe a positive/negative sound effect: it'd make it way more satisfying to pick them up as well.

Again, I like what it was going for here and I did find the art and premise very comical and amusing, but I feel like this game definitely feels like it needs more time in the oven.

Input lag is complete ass.

Mabelma responds:

No doubt. Thanks for your feedback.